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Introduce OPEN_DISPS/CLOSE_DISPS macros (#360)

This commit is contained in:
Roman971 2020-08-30 01:00:17 +02:00 committed by GitHub
parent 1f1b5e39f5
commit 2a2fdf7f3e
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GPG key ID: 4AEE18F83AFDEB23
134 changed files with 3133 additions and 3775 deletions

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@ -223,18 +223,18 @@ void Gameplay_Init(GlobalContext* globalCtx) {
globalCtx->cameraPtrs[i] = NULL;
}
func_80057C6C(&globalCtx->cameras[0], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->cameras[0], 7);
func_80057C6C(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->mainCamera, 7);
for (i = 0; i < 3; i++) {
func_80057C6C(&globalCtx->cameras[i + 1], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->cameras[i + 1], 0x100);
func_80057C6C(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->subCameras[i], 0x100);
}
globalCtx->cameraPtrs[0] = &globalCtx->cameras[0];
globalCtx->cameraPtrs[0] = &globalCtx->mainCamera;
globalCtx->cameraPtrs[0]->uid = 0;
globalCtx->activeCamera = 0;
func_8005AC48(&globalCtx->cameras[0], 0xFF);
func_8005AC48(&globalCtx->mainCamera, 0xFF);
func_800A9D28(globalCtx, &globalCtx->sub_1F74);
func_80112098(globalCtx);
func_80110F68(globalCtx);
@ -385,13 +385,13 @@ void Gameplay_Init(GlobalContext* globalCtx) {
}
player = PLAYER;
func_80058148(&globalCtx->cameras[0], player);
func_8005A444(&globalCtx->cameras[0], 0);
func_80058148(&globalCtx->mainCamera, player);
func_8005A444(&globalCtx->mainCamera, 0);
playerStartCamId = player->actor.params & 0xFF;
if (playerStartCamId != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId);
func_8005A7A8(&globalCtx->cameras[0], playerStartCamId);
func_8005A7A8(&globalCtx->mainCamera, playerStartCamId);
}
if (YREG(15) == 0x20) {
@ -1070,39 +1070,37 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
#ifdef NON_MATCHING
// regalloc, stack usage and minor ordering differences
void Gameplay_Draw(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
LightMapper* sp228;
Vec3f sp21C;
GraphicsContext* gfxCtx;
Gfx* dispRefs[4]; // 0x208
gfxCtx = globalCtx->state.gfxCtx;
Graph_OpenDisps(dispRefs, gfxCtx, "../z_play.c", 3907);
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
gSegments[4] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSegments[5] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSegments[2] = PHYSICAL_TO_VIRTUAL(globalCtx->sceneSegment);
gSPSegment(gfxCtx->polyOpa.p++, 0x00, NULL);
gSPSegment(gfxCtx->polyXlu.p++, 0x00, NULL);
gSPSegment(gfxCtx->overlay.p++, 0x00, NULL);
gSPSegment(oGfxCtx->polyOpa.p++, 0x00, NULL);
gSPSegment(oGfxCtx->polyXlu.p++, 0x00, NULL);
gSPSegment(oGfxCtx->overlay.p++, 0x00, NULL);
gSPSegment(gfxCtx->polyOpa.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->polyXlu.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->overlay.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->overlay.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->polyOpa.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->polyXlu.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->overlay.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->overlay.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->polyOpa.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(gfxCtx->polyXlu.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(gfxCtx->overlay.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(oGfxCtx->overlay.p++, 0x02, globalCtx->sceneSegment);
func_80095248(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
gfxCtx->polyOpa.p = func_800BC8A0(globalCtx, gfxCtx->polyOpa.p);
gfxCtx->polyXlu.p = func_800BC8A0(globalCtx, gfxCtx->polyXlu.p);
oGfxCtx->polyOpa.p = func_800BC8A0(globalCtx, oGfxCtx->polyOpa.p);
oGfxCtx->polyXlu.p = func_800BC8A0(globalCtx, oGfxCtx->polyXlu.p);
func_800AA460(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.unk_0C);
func_800AAA50(&globalCtx->view, 15);
@ -1122,12 +1120,12 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
globalCtx->unk_11DE0 = Matrix_MtxFToMtx(Matrix_CheckFloats(&globalCtx->mf_11DA0, "../z_play.c", 4005),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
gSPSegment(gfxCtx->polyOpa.p++, 0x01, globalCtx->unk_11DE0);
gSPSegment(oGfxCtx->polyOpa.p++, 0x01, globalCtx->unk_11DE0);
if ((HREG(80) != 10) || (HREG(92) != 0)) {
Gfx* sp1CC = gfxCtx->polyOpa.p;
Gfx* gfxP = Graph_GfxPlusOne(gfxCtx->polyOpa.p);
gSPDisplayList(gfxCtx->overlay.p++, gfxP);
Gfx* sp1CC = oGfxCtx->polyOpa.p;
Gfx* gfxP = Graph_GfxPlusOne(oGfxCtx->polyOpa.p);
gSPDisplayList(oGfxCtx->overlay.p++, gfxP);
if ((globalCtx->transitionMode == 3) || (globalCtx->transitionMode == 11) ||
(globalCtx->transitionCtx.transitionType >= 56)) {
@ -1151,13 +1149,13 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
gfxCtx->polyOpa.p = gfxP;
oGfxCtx->polyOpa.p = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = gfxCtx->polyOpa.p;
Gfx* sp88 = oGfxCtx->polyOpa.p;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
gfxCtx->polyOpa.p = sp88;
oGfxCtx->polyOpa.p = sp88;
goto Gameplay_Draw_DrawOverlayElements;
} else {
func_800C0ED8(&globalCtx->preRenderCtx, 0x140, 0xF0, gfxCtx->curFrameBuffer, gZBuffer);
@ -1171,9 +1169,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
if (R_PAUSE_MENU_MODE == 3) {
Gfx* sp84 = gfxCtx->polyOpa.p;
Gfx* sp84 = oGfxCtx->polyOpa.p;
func_800C24BC(&globalCtx->preRenderCtx, &sp84);
gfxCtx->polyOpa.p = sp84;
oGfxCtx->polyOpa.p = sp84;
goto Gameplay_Draw_DrawOverlayElements;
} else {
s32 sp80;
@ -1288,7 +1286,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) {
Gfx* sp70 = gfxCtx->overlay.p;
Gfx* sp70 = oGfxCtx->overlay.p;
globalCtx->preRenderCtx.unk_10 = gfxCtx->curFrameBuffer;
globalCtx->preRenderCtx.unk_14 = gZBuffer;
func_800C1F20(&globalCtx->preRenderCtx, &sp70);
@ -1299,7 +1297,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
} else {
gTrnsnUnkState = 2;
}
gfxCtx->overlay.p = sp70;
oGfxCtx->overlay.p = sp70;
globalCtx->preRenderCtx.unk_A3 = 2;
SREG(33) |= 1;
} else {
@ -1325,7 +1323,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
func_80059EC8(ACTIVE_CAM);
Graph_CloseDisps(dispRefs, gfxCtx, "../z_play.c", 4508);
CLOSE_DISPS(gfxCtx, "../z_play.c", 4508);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
@ -1531,7 +1529,7 @@ s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) {
CYAN) " " VT_RST "\n",
i);
globalCtx->cameraPtrs[i] = &globalCtx->cameras[i];
globalCtx->cameraPtrs[i] = &globalCtx->subCameras[i - 1];
func_80057C6C(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
globalCtx->cameraPtrs[i]->unk_164 = i;